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Messages - tprime

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1
Projects / Re: Project Galaxy Devlog
« on: 2013-04-27, 02:47:57 PM »
http://www.youtube.com/watch?v=LKeapq9PjbI

Just seen that one from my Youtube newsfeed. Pretty cool.

2
Projects / Re: Project Galaxy Devlog
« on: 2013-04-27, 12:12:45 PM »
It's' looking awesome!  :yes:

3
Off-Topic / Re: SGDK-XNA ...Cool or not cool...?
« on: 2013-03-24, 06:47:04 PM »
According to http://www.wpxbox.com/how-to-use-ie-10-on-xbox-shortcuts-and-controls/ it looks like you need a gold membership to use IE on XBox. Is that true? Maybe it's not so free?

Woops. Forgot to correct myself. I made that realization moments after posting.
So, it isn't exactly free for players, and prices for Gold varies.
But unlike most arcade titles in the XBL marketplace, this is still a free for the Gold members.

4
Off-Topic / Re: SGDK-XNA ...Cool or not cool...?
« on: 2013-03-23, 11:04:51 PM »
Am I correct in assuming that the reason you are interested in an XNA-SGDK2 combination is to be able to develop games for XBox? How well would the HTML5 support of SGDK2 fulfill this role? Does XBox support HTML5-based games running on the web?


XBox might be able to run HTML5 games. Will test this out later.

Good news and bad news.

The Good: It looks beautiful. It runs and the D-pad on the controller is the keyboard arrow keys.
The Bad: Input!!!! The only button that interacts with XboxIE (at first test run) is the 'a' game button (which translates to left click for mouse).

But that shouldn't stop us. If we program our games with right click only input, we can pull off a decent game. We can map a certain portion of the game's screen for input only. (ex. a bitmap image of the direction buttons on the screen an action button, when clicking the image it can set off a function to move the sprite make the sprite jump.)

:D

Looking back at that post:
1. XNA Developers are mainly using Monogame to get their projects on other platforms, because it uses OpenGL, with familiar XNA syntax (I don't think you need to do much but just rebuild it with Monogame!)
2. Done (This was no easy task, it involved warping offset values for layers as well as edits to LayerBase.cs) By the way, I still don't understand how to make custom tile shapes
3. Done (Legacy of Kain Revival has a pretty good one :D)
4. Done with Physics.Net or Math.Iridium
5. Done with text files formatted properly
6. Done with Lidgren.Network
7. Done with Meshomatic.dll with OpenTK (Can load models of .md2 and .3ds, as well as DirectX formats, only downside is that it's only the model, you may only choose one texture, and it's painfully slow with Immediate Mode)

I think SGDK2 XNA (For what it was going to be) is already done!

Well, for what it was going to be, from that post. :)

Interesting observations. Now we'll need someone to bring all that together, but I want the web one to pull through for a few good reasons:
1. Easy development
2. Free development
3. Free deployment to the Xbox
4. Free for players. :D

So, commercial html games may not be made with SGDK2 unless someone knows how to do it. I don't know.

EDIT: So, SGDK2 should now be able to boast Xbox support (sorta).

5
Off-Topic / Re: SGDK-XNA ...Cool or not cool...?
« on: 2013-03-20, 11:12:51 PM »
I have been itching to get an XNA engine and editor based on the design and concept of the SGDK...
SGDK is something I would like to see for the time that is left in XNA's lifespan.

6
General Discussion / Re: Idea for SGDK2
« on: 2012-08-24, 05:41:04 PM »
Mixed feelings regarding this.   :yes:  :no:

7
Projects / Re: The Crowdsourced Game
« on: 2012-05-05, 10:29:21 AM »
7. Any other suggestions?

Perhaps a quick introduction of what iotaBuildIt is, specifically a few quotes taken from the philosophy section of the site.
It'll give roaming developers an auditory sense of what it is before they actually decide to jump into the project through the video tutorial.

8
Projects / Re: The Crowdsourced Game
« on: 2012-05-04, 11:19:41 AM »
Tony, according to SourceForge's Mercurial documentation
Quote
Users should commit to their project repository using their SourceForge.net username or email address (USERNAME@users.sourceforge.net). Several methods are supported for configuring this, please refer to the Mercurial Documentation for the supported methods.

When you are prompted by tortoiseplink, do you see any indication or place for a user name? Did you set up a user name in your TortoiseHg global settings as shown in the video? Does the capitalization of your user name match the capitalization of your SourceForge user account?

I did not set up my email address using the global settings. *facepalm*
But as soon as I used my sourceforge email, I was able to clone the project.
I'll be returning to the video tutorial. :D

And I do not think you will need to make another video for set up, since setting up has been fairly easy (at my current place in the video). Maybe you can add an annotation that lets future viewers know that they will have to set their email first through the global settings.

EDIT: Just realized your video did tell the user how to set your username. Maybe you should have the annotation say: "10:40" to let the viewer know to see that small part of the video first.

9
Projects / Re: The Crowdsourced Game
« on: 2012-05-03, 11:47:12 PM »
I did not get far... TortoisePlink is asking me for a password. I used my SourceForge password, but it's not accepting it.  :(

10
Nice implementations and the mobile device functionality will be promising a broader range of developers.

11
Excellent!

12
The Firefox keyboard event problems have been resolved in the 2.2.1 release.  (Had to use scripted event handler setup instead of event attributes.)  The sample HTML5 project has been tested successfully on IE, Chrome and Firefox.

Awesome, thank you. :)

13
I'm not sure exactly how to do that, so I looked around my tools and found "Web Developer". So, I assumed it could be the debugger. When running the page again, I got this:

My wife (who has done more recent work with FireFox and is taking web classes) says FireBug is a plug-in for FireFox useful in debugging JavaScript.  Give that a try.

Alright. I'll get back to you on that as soon as I can.

14
Do you know how to debug Javascript in FireFox?  Can you determine if the "keyboardState.handleKeyDown" function is being called?  Anybody else that can reproduce this problem?  I know I've tried Firefox on Vista, and I think Vincent tried Firefox too and it worked for us.

I'm not sure exactly how to do that, so I looked around my tools and found "Web Developer". So, I assumed it could be the debugger. When running the page again, I got this:

Code: [Select]
[10:25:07.496] GET http://sgdk2.enigmadream.com/ben/JavaSample.html [HTTP/1.1 304 Not Modified 65ms]
[10:25:07.624] Unknown property 'user-select'.  Declaration dropped. @ http://sgdk2.enigmadream.com/ben/JavaSample.html:8

15
It works fine on my Internet Explorer. And I do not need an update on the firefox browser. (I think).

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